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» WA 4.0 Beta Page: [1] [2] |
ArcBeetle
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Spoiler (Click to Expand)
I've been working incredibly hard on the Worms Armageddon patch. It's really an amazing feeling, after such a long break... For the past couple months I've been more inspired than ever! I've very much been following my intuition in choosing which parts to work on, and what to aim for.
This has led me unexpectedly to implement something much sooner than I thought I would be doing. I was streamlining the recorded-game file format... But this morning I suddenly realized that I was doing more than just creating a file format – I was laying the foundations for fully customisable hosting!
Because, it so happens that the header format I designed for recorded games will also be ideal as a new scheme file format, that can be sent online in a hosted game! You get all the things The Fiddler used to be able to do – fully customisable weapons, and the ability to create missions.
So for this reason, I have made the decision to name this patch Version 4.0 Beta.
So, now that I've figured out what my intuition was leading me to, I will update you on what I've accomplished so far and where it is leading. First, what I've done since the previously posted Beta Patch Update:
* Implemented a flexible and efficient "game initialisation" format, to be used in recorded-game files, schemes, and online games. The format will easily accomodate additions while being backwards-compatible. By that, I mean that future versions of W:A will be able to parse and recognize older versions of the format; if a hosted game contains players with older versions, the newer versions will emulate the older for compatibility.
* In all front-end screens with a Chat Bar, the chat bar now gets default focus (so you don't need to click on it before typing)
* In host/join, the Message History: a) Now carries through to extra rounds and the finish of a game, b) Can now be read after the host or all other players have left a finished game.
* Localisation is improved. Your Nation is set directly from geographic location information if available (Location in Regional and Language Options), and your Language is set in a more direct manner. It will be easy to implement a Language Override option if this is desired.
* Volume can be changed in-game and in the Options menu of the front end. Using this allows you to balance the game volume with MP3s, voice chat software, etc.
* Fixed: Flag and rank icons were loaded all at once outside a channel, but one by one, slowly, inside a channel. This has been fixed; they now refresh along with the game listing.
* Fixed: Previously, if – at the continued-round stage – only players of a single ally remained after others quit, all buttons would be disabled and the game would have to be killed externally. This has been fixed.
* Fixed: Before, powerful weapons with Damage×2 could have their blast radius artificially limited, resulting in a bizarre combination of widespread damage with a relatively small hole. Now the effective blast radius limit is doubled.
* Fixed: The glitch in which graves could absorb arrows was not fully fixed in the first beta; an arrow hitting a grave at the same time as it would have hit land was still absorbed. This is now wholly fixed.
* Fixed: At a certain water level, Crates and Oil Drums would float, throwing the game into an endless loop.
* Fixed: There was a mismatch between the Fall Damage threshold speed, and the threshold speed at which the Parachute was activated. There was a small space between where your Worm could accrue fall damage without the parachute activating. This only happened when the worm was sliding, for example from the Rope.
* Fixed: A bungeeing worm used to look very odd when pointing more than 45 degrees from downwards. Now it progresses smoothly through 360 degrees of rotation.
Primary things that are to follow:
* Take the now-finished "game initialisation" format and apply it to things other than just recorded games – i.e., loadable schemes and hosting. Since the format covers everything, it will then be possible to host Custom Missions.
* Ability to Import Fiddler schemes.
* An Editor for the new scheme format. At first it will be necessary to first import a Fiddler scheme to get the already-existing options, then use the editor to modify newly added options – but then the Editor will be expanded to be self-sufficient.
* Add a button in Host/Join screens that parses the Effective Version and shows you what legacy game-logic bugs will be effectively fixed or emulated, and what post-legacy game-logic features will be effectively present or missing.
* For Hosts, show which players possess older versions of the game, and red-flag them if features are being used (i.e. colour maps or new scheme options) that will prevent them from being able to play, forcing the host either to downgrade the map/scheme or boot the players.
* Supplement the above with a Scheme Comparator, which will compare a Host's scheme with all the schemes you have yourself, find the most similar one, and show you a list of differences which will be viewed as an expandable/collapsable outline.
* Create a Server and Client/Server protocol that will take full advantage of the new paradigms/features of W:A 4.0. This may involve modifying the existing one, or starting from scratch – this will be decided when the time comes.
T17 is making a new partch with all those charasterisitcs.
If u want to see the thread completed go here:
http://forum.team17.com/showthread.php?t=16183
But u must be registered so i have quoted the first post of that topic here
Edit by Glenn: Note to all users. This quoted portion is from a post made over a year-and-a-half ago. So, don't take this for granted, because the patch has evolved above and beyond it's beginning expectations. That is all.
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19.06.05 12:24 Post #1 | Last edited: 20.06.05 06:32 (Glenn - 1 times) |
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C1
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THat's not a very exciting patch 4.0. I thought there would be batty ropes and stuff by that time..
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19.06.05 15:09 Post #2 | [Hide Sig (2)] [Profile] [Quote] |
Zogger!
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heh, you know the date of that thread is Jan 2004..?
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19.06.05 16:09 Post #3 | [Hide Sig (8)] [Profile] [Quote] |
ArcBeetle
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heh, you know the date of that thread is Jan 2004..?
yes but its being answered yet
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19.06.05 16:30 Post #4 | [Hide Sig (9)] [Profile] [Quote] |
Glenn
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That thread started eons ago, and has evolved into a general discussion about what people want and don't want in the next patch.
Outside of the parts that have actually been implimented, the majority of that view has basically disappeared because Deadcode just likes to put stuff in. He does these patches for his own benefit, to test his limits. The side-effect from this is that W:A players generally benefit from his work. That's much different from the bare-bones outline he started with.
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20.06.05 06:30 Post #5 | [Youtube] [Hide Sig (12)] [Profile] [Quote] |
Bloopy
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THat's not a very exciting patch 4.0. I thought there would be batty ropes and stuff by that time..
You've got to be joking... a new scheme editor with the ability to import fiddler schemes is about 1000x more exciting than batty ropes! Not to mention hosting custom missions, and the new client/server thing which will probably get ranks as well.
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I suppose that's one "good" thing about my degree (aero engineering), there aren't too many terms/words/etc that have "alternative" meanings.
What, like cockpits, turboshafts, thrust, nozzles, corkscrews, ram drag, payload, flaps, and wind tunnels? |
20.06.05 06:57 Post #6 | [Planet Bloopy] [Hide Sig (7)] [Profile] [Quote] |
ArcBeetle
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THat's not a very exciting patch 4.0. I thought there would be batty ropes and stuff by that time..
You've got to be joking... a new scheme editor with the ability to import fiddler schemes is about 1000x more exciting than batty ropes! Not to mention hosting custom missions, and the new client/server thing which will probably get ranks as well.
can anyone explain me what is fiddler schemes? i dont know them
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20.06.05 14:12 Post #7 | [Hide Sig (9)] [Profile] [Quote] |
Bloopy
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Fiddler schemes are schemes made with FudgeBoy's program the Fiddler. His program basically lets you set options for ways to hack Worms Armageddon. So you can make a grenade affected by wind or a bazooka that does 200 damage, that sort of thing. But his program doesn't work with any patched versions since Beta 1.
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I suppose that's one "good" thing about my degree (aero engineering), there aren't too many terms/words/etc that have "alternative" meanings.
What, like cockpits, turboshafts, thrust, nozzles, corkscrews, ram drag, payload, flaps, and wind tunnels? |
20.06.05 16:39 Post #8 | [Planet Bloopy] [Hide Sig (7)] [Profile] [Quote] |
ArcBeetle
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Fiddler schemes are schemes made with FudgeBoy's program the Fiddler. His program basically lets you set options for ways to hack Worms Armageddon. So you can make a grenade affected by wind or a bazooka that does 200 damage, that sort of thing. But his program doesn't work with any patched versions since Beta 1.
then lets hope V 4.0 will fix it too
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20.06.05 17:19 Post #9 | [Hide Sig (9)] [Profile] [Quote] |
Bloopy
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then lets hope V 4.0 will fix it too
You misunderstand. We won't need the fiddler program to be compatible any more. We could make schemes with the Fiddler program and then import them, but we won't even need to do that. We will have all the options right at our fingertips in WA itself.
________________
I suppose that's one "good" thing about my degree (aero engineering), there aren't too many terms/words/etc that have "alternative" meanings.
What, like cockpits, turboshafts, thrust, nozzles, corkscrews, ram drag, payload, flaps, and wind tunnels? |
21.06.05 07:41 Post #10 | [Planet Bloopy] [Hide Sig (7)] [Profile] [Quote] |
C1
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That made not be bad. I didn't know what the fiddler was either. I thought it was just like a normal scheme editor =\
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21.06.05 20:16 Post #11 | [Hide Sig (2)] [Profile] [Quote] |
ArcBeetle
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That made not be bad. I didn't know what the fiddler was either. I thought it was just like a normal scheme editor =\
me too, like the schemeworks
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21.06.05 20:30 Post #12 | [Hide Sig (9)] [Profile] [Quote] |
MC
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I just hope that they dont break stuff up
they fixed some patches ago.
For example: If you bring something to detonate on petrol fire, it refeshes the fire.
(in v3.6.25.1a.)
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24.06.05 17:15 Post #13 | [Hide Sig (1)] [Profile] [Quote] |
Glenn
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It's always been like that. And doesn't it make sense that dropping flammable objects on a fire would make it stronger?
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24.06.05 20:01 Post #14 | [Youtube] [Hide Sig (12)] [Profile] [Quote] |
MC
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It's always been like that. And doesn't it make sense that dropping flammable objects on a fire would make it stronger?
I am not sure but when something detonates, there is a
preassure wave, what actualy damages worms. So wouldn't it
make sense that this rapid expandation of air actualy kill
the fire?
Cause in reality you can kill fire by detonation. But i
think under some circumstances it can refresh fire.
.:Sorry for the bad English:.
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25.06.05 18:45 Post #15 | [Hide Sig (1)] [Profile] [Quote] | Page: [1] [2] |
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